//go:build ignore //kage:unit pixels package main var Time float const cloudscale = 0.8 const speed = 0.01 const clouddark = 0.6 const cloudlight = 0.3 const cloudcover = 0.2 const cloudalpha = 8.0 const skytint = 0.5 func rand(co vec2) float { return fract(sin(dot(co.xy, vec2(12.9898,-78.233))) * 43758.5453) } func hash( p vec2 ) vec2 { p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3))) return -1.0 + 2.0*fract(sin(p)*43758.5453123) } func noise( p vec2 ) float { const K1 = 0.366025404 const K2 = 0.211324865 i := floor(p + (p.x+p.y)*K1); a := p - i + (i.x+i.y)*K2 var o vec2 if (a.x>a.y) { o = vec2(1.0,0.0) } else { o = vec2(0.0,1.0) } b := a - o + K2 c := a - 1.0 + 2.0*K2 h := max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0) n := h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))) return dot(n, vec3(70.0)) } func fbm(n vec2) float { v := n total := 0.0 amplitude := 0.1 for i := 0; i < 7; i++ { total += noise(v) * amplitude v = mat2(1.6, 1.2, -1.2, 1.6) * v amplitude *= 0.4 } return total } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { m := mat2(1.6, 1.2, -1.2, 1.6) skycolour1 := vec3(0.45, 0.57, 0.66) skycolour2 := vec3(0.55, 0.77, 0.86) p := srcPos.xy / imageSrc0Size().xy; uv := p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0); time := Time * speed q := fbm(uv * cloudscale * 0.5) //ridged noise shape r := 0.0 uv *= cloudscale uv.x -= q - time weight := 0.8 for i:=0; i<8; i++{ r += abs(weight*noise( uv )) uv = m*uv + time weight *= 0.7 } //noise shape f := 0.0 uv = p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0); uv *= cloudscale uv.x -= q - time weight = 0.7 for i:=0;i<8;i++{ f += weight*noise( uv ) uv = m*uv + time weight *= 0.6 } f *= r + f //noise colour c := 0.0 time = Time * speed * 2.0 uv = p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0) uv *= cloudscale*2.0 uv.x -= q - time weight = 0.4 for i:=0;i<7;i++{ c += weight*noise( uv ) uv = m*uv + time weight *= 0.6 } //noise ridge colour c1 := 0.0 time = Time * speed * 3.0 uv = p*vec2(imageSrc0Size().x/imageSrc0Size().y,1.0) uv *= cloudscale*3.0 uv.x -= q - time weight = 0.4 for i:=0; i<7; i++{ c1 += abs(weight*noise( uv )) uv = m*uv + time weight *= 0.6 } c += c1 skycolour := mix(skycolour2, skycolour1, p.y); cloudcolour := vec3(1.1, 1.1, 0.9) * clamp((clouddark + cloudlight*c), 0.0, 1.0); f = cloudcover + cloudalpha*f*r; result := mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0)); return vec4( result, 1.0 ); }